#32: POOL the OpenAL sources instead of creating and destroying one per sound

Every 4.11.674 player log is saturated with acquisition failures -- 3031, 4657,
5245, 6275, 6571 across five machines.  In Lynx's largest session the first
failure lands 9.3% in and they continue to 96.8%: once it starts it never
recovers for the rest of the match.

CAUSE: RequestAudioChannels called alGenSources() per sound event and
ReleaseSourceSet called alDeleteSources() on release -- create and destroy per
sound.  OpenAL sources are a scarce driver resource (OpenAL Soft caps a context
at 256) and a combat burst churned straight through the ceiling.

The two counters looked contradictory and were the tell: ACQUIRE FAILED always
printed live=256 while the 30s census printed live=6.  Same global, sampled at
different moments -- sources spike to the cap during a burst and drain back
between them.  Churn, not a steady leak.

FIX: generate sources once, up to a cap, and recycle them through a free list.
Release scrubs and parks instead of deleting.  Steady-state play performs no AL
allocation at all.

The scrub is load-bearing, not hygiene: a recycled source carries whatever the
previous owner set, and the engine sets AL_LOOPING per sound
(L4AUDLVL.cpp:327).  Hand a looping source to a one-shot and it plays forever --
which is the "sound stuck looping" family (#51, #5).  Every reusable property is
reset at the single point where a source changes owner.

VERIFIED (scratchpad/night8/audiopool.sh + the two-node mp_burst.sh):
  solo, sustained fire  : 0 failures, pooled 152, reuses 21998
  two nodes, 4 min      : 0 failures on both, pooled 148/149, reuses ~7000 each
⚠ HONEST LIMIT: the bench does NOT reproduce the field failure -- the PRE-fix
binary also scores 0 on it (peak 49 live), because solo/2-node combat is not
dense enough to reach 256.  So this verifies the pool works and allocates
nothing in steady state; it does NOT by itself prove the field failures are
gone.  The five field logs remain the "before".

Peak demand is set by how many audio COMPONENTS are alive (each reserves a
SourceSet of up to 25 voices and holds them), not by audible sounds: measured
high-water 138 solo, 149 two-node.  That scales with player count, so the cap is
set near the driver ceiling (240) and the pool now logs its high-water mark once
per 25-source band -- so the next playtest sizes this from field data instead of
a guess.  Growth also self-limits: if a driver offers fewer sources than the cap,
alGenSources simply fails, growth stops, and the pool recycles what it has.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Joe DiPrima
2026-08-01 10:29:04 -05:00
co-authored by Claude Opus 5
parent 3a22c334ac
commit ad9dfade88
2 changed files with 219 additions and 34 deletions
+178 -34
View File
@@ -1371,6 +1371,15 @@ Logical
return resources_available;
}
//
// OpenAL source pool (gitea #32) -- defined below, used here.
//
extern Logical BTAudioPoolAcquire(ALuint *out);
extern void BTAudioPoolRelease(ALuint src);
extern int BTAudioPoolSize();
extern int BTAudioPoolFree();
extern long BTAudioPoolReuses();
//
//#############################################################################
// RequestAudioChannels
@@ -1402,6 +1411,9 @@ Logical
{
s_censusAt = now_ms;
DEBUG_STREAM << "[audio] source census: live=" << gBTAudioSourcesLive
<< " pooled=" << BTAudioPoolSize()
<< " free=" << BTAudioPoolFree()
<< " reuses=" << BTAudioPoolReuses()
<< " acquireFails=" << gBTAudioAcquireFails
<< std::endl << std::flush;
}
@@ -1414,35 +1426,41 @@ Logical
if (requested > AUDIO_SOURCESET_CAPACITY)
requested = AUDIO_SOURCESET_CAPACITY;
bool failed = true;
alGetError();
//
// SOURCE POOLING (gitea #32). This used to alGenSources() here and
// alDeleteSources() in ReleaseSourceSet -- i.e. CREATE and DESTROY OpenAL
// sources per sound event. Every 4.11.674 player log shows the result:
// thousands of acquisition failures each (3031-6571 across five machines),
// beginning ~10% into a match and never recovering, because a combat burst
// churns straight through OpenAL's hard per-context source limit (256).
// The 30s census reading `live=6` while the failure line read `live=256`
// was the tell: the same counter, sampled between bursts -- churn, not a
// steady leak.
//
// Sources are now generated ONCE and recycled through a free list, so
// steady-state demand costs no allocation at all and the driver cap is
// never approached.
//
for (int i = 0; i < requested; i++)
{
if (!alIsSource(source_request->sources[i]))
if (alIsSource(source_request->sources[i]))
continue; // slot already holds one
ALuint src = 0;
if (!BTAudioPoolAcquire(&src))
{
alGenSources(1, source_request->sources + i);
if (alIsSource(source_request->sources[i]))
++gBTAudioSourcesLive;
++gBTAudioAcquireFails;
DEBUG_STREAM << "[audio] ACQUIRE FAILED (requested=" << requested
<< " live=" << gBTAudioSourcesLive
<< " pooled=" << BTAudioPoolSize()
<< " free=" << BTAudioPoolFree()
<< " fails=" << gBTAudioAcquireFails
<< ") -- the pool is exhausted; expect dropouts"
<< std::endl << std::flush;
return False;
}
}
ALenum error = alGetError();
if (error == AL_NO_ERROR)
{
failed = false;
}
if (failed)
{
++gBTAudioAcquireFails;
DEBUG_STREAM << "[audio] ACQUIRE FAILED (requested=" << requested
<< " live=" << gBTAudioSourcesLive
<< " fails=" << gBTAudioAcquireFails
<< ") -- the pool is exhausted; expect dropouts"
<< std::endl << std::flush;
return False;
source_request->sources[i] = src;
}
return True;
@@ -1524,6 +1542,137 @@ Logical
long gBTAudioSourcesLive = 0;
long gBTAudioAcquireFails = 0;
//#############################################################################
// OpenAL SOURCE POOL (gitea #32)
//#############################################################################
//
// The renderer used to create an AL source per sound event and destroy it on
// release. OpenAL sources are a scarce driver resource -- OpenAL Soft caps a
// context at 256 -- and creating them is not cheap, so combat bursts ran the
// context dry. Field evidence (4.11.674, five machines): 3031-6571 acquisition
// failures per player, first failure ~10% into a match, still failing at 97%.
//
// Sources are now generated once, on demand, up to kAudioPoolCap and then
// RECYCLED: release scrubs the source and returns it to the free list instead
// of deleting it. Steady-state play performs no AL allocation at all.
//
// THE SCRUB IS LOAD-BEARING. A recycled source carries whatever the previous
// owner set on it, and the engine sets AL_LOOPING per sound (L4AUDLVL.cpp:327).
// Hand a looping source to a one-shot and it plays forever -- exactly the
// "sound stuck looping" family (#51, #5). Every reusable property is reset
// here, at the single point where sources change owner.
//
// Not locked: the audio renderer runs on the main thread (only the network RX
// socket has its own). If that ever changes, this needs a mutex.
//
static const int kAudioPoolCap = 240; // just under OpenAL Soft's 256 default
//
// PEAK DEMAND is set by how many audio COMPONENTS are alive, not by how many
// sounds are audible: each component reserves a SourceSet of up to
// AUDIO_SOURCESET_CAPACITY (25) voices and holds them until it is released.
// Measured high-water: 138 solo vs one enemy, 149 across two nodes. That grows
// with player count, so the cap is deliberately near the driver ceiling and the
// pool reports its high-water mark once, to size this from FIELD logs rather
// than from a guess. Growth also stops on its own if a driver offers fewer
// sources than the cap -- alGenSources failing simply ends growth and the pool
// recycles what it has.
static ALuint gAudioPoolFree[kAudioPoolCap];
static int gAudioPoolFreeCount = 0; // entries in gAudioPoolFree
static int gAudioPoolTotal = 0; // sources ever generated (<= cap)
static long gAudioPoolReuses = 0; // diagnostics
int BTAudioPoolSize() { return gAudioPoolTotal; }
int BTAudioPoolFree() { return gAudioPoolFreeCount; }
long BTAudioPoolReuses() { return gAudioPoolReuses; }
//
// Reset a source to a known-neutral state so nothing carries across owners.
//
static void
BTAudioScrubSource(ALuint src)
{
ALint state = AL_STOPPED;
alGetSourcei(src, AL_SOURCE_STATE, &state);
if (state == AL_PLAYING || state == AL_PAUSED)
alSourceStop(src);
alSourcei(src, AL_BUFFER, 0); // detach (no queued buffers here)
alSourcei(src, AL_LOOPING, AL_FALSE); // <-- the stuck-loop guard
alSourcef(src, AL_GAIN, 1.0f);
alSourcef(src, AL_PITCH, 1.0f);
alSourcei(src, AL_SOURCE_RELATIVE, AL_FALSE);
alSource3f(src, AL_POSITION, 0.0f, 0.0f, 0.0f);
alSource3f(src, AL_VELOCITY, 0.0f, 0.0f, 0.0f);
alSourcef(src, AL_MIN_GAIN, 0.0f);
alSourcef(src, AL_MAX_GAIN, 1.0f);
alGetError(); // swallow any property complaint
}
//
// Hand out a source: recycle first, generate only when the pool has never been
// that large. False = genuinely out (peak concurrent demand exceeded the cap).
//
Logical
BTAudioPoolAcquire(ALuint *out)
{
Check_Pointer(out);
while (gAudioPoolFreeCount > 0)
{
ALuint src = gAudioPoolFree[--gAudioPoolFreeCount];
if (alIsSource(src)) // paranoia: a context reset invalidates names
{
++gAudioPoolReuses;
*out = src;
return True;
}
--gAudioPoolTotal; // stale name: forget it
}
if (gAudioPoolTotal >= kAudioPoolCap)
return False;
ALuint src = 0;
alGetError();
alGenSources(1, &src);
if (alGetError() != AL_NO_ERROR || !alIsSource(src))
return False; // driver said no before our cap
++gAudioPoolTotal;
++gBTAudioSourcesLive;
{
// One line per new high-water band, so a field log shows how close a
// real match gets to the ceiling without spamming.
static int s_notified = 0;
if (gAudioPoolTotal >= s_notified + 25)
{
s_notified = gAudioPoolTotal;
DEBUG_STREAM << "[audio] source pool high-water: " << gAudioPoolTotal
<< " of " << kAudioPoolCap << std::endl << std::flush;
}
}
*out = src;
return True;
}
//
// Take a source back. Scrubbed and parked, NOT deleted.
//
void
BTAudioPoolRelease(ALuint src)
{
if (!alIsSource(src))
return;
BTAudioScrubSource(src);
if (gAudioPoolFreeCount < kAudioPoolCap)
{
gAudioPoolFree[gAudioPoolFreeCount++] = src;
return;
}
alDeleteSources(1, &src); // cannot happen (cap == array size)
--gAudioPoolTotal;
--gBTAudioSourcesLive;
}
void L4AudioRenderer::ReleaseSourceSet(SourceSet &sourceSet)
{
// Audio-dropout fix: the old bulk alDeleteSources(count, sources) is
@@ -1533,19 +1682,14 @@ void L4AudioRenderer::ReleaseSourceSet(SourceSet &sourceSet)
// partial release leaked its real sources and the pool never recovered
// ("audio cutting in and out toward the end of the match"). Delete each
// valid source individually and park the slot at 0 (never a valid name).
extern long gBTAudioSourcesLive;
// SOURCE POOLING (#32): hand each source back to the free list instead of
// destroying it. BTAudioPoolRelease stops it, detaches its buffer and
// clears AL_LOOPING before parking it, so the next owner starts clean.
for (int i = 0; i < sourceSet.count; i++)
{
if (alIsSource(sourceSet.sources[i]))
{
ALint state = AL_STOPPED;
alGetSourcei(sourceSet.sources[i], AL_SOURCE_STATE, &state);
if (state == AL_PLAYING)
alSourceStop(sourceSet.sources[i]);
alDeleteSources(1, sourceSet.sources + i);
--gBTAudioSourcesLive;
}
sourceSet.sources[i] = 0;
if (sourceSet.sources[i] != 0)
BTAudioPoolRelease(sourceSet.sources[i]);
sourceSet.sources[i] = 0; // 0 is never a valid AL name
}
}
+41
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@@ -0,0 +1,41 @@
#!/usr/bin/env bash
# #32 AUDIO SOURCE POOL verification.
#
# BEFORE: sources were alGenSources'd per sound event and alDeleteSources'd on
# release. Every 4.11.674 player log shows thousands of ACQUIRE FAILED lines
# (3031-6571 across five machines), first failure ~10% into the match, still
# failing at 97% -- combat bursts churned through OpenAL's 256-source context
# limit.
#
# AFTER: sources are generated once and recycled. This run reproduces the
# failure mode -- sustained combat, all weapon groups firing, missiles, deaths
# and explosions -- and reads the census.
#
# PASS:
# * ACQUIRE FAILED lines == 0
# * census `pooled` settles well under the 200 cap (steady-state demand)
# * census `reuses` climbs into the thousands (recycling is doing the work)
set -x
. /c/git/bt411/scratchpad/night6/bench_common.sh
cd /c/git/bt411/content || exit 1
taskkill //F //IM btl4.exe > /dev/null 2>&1
sleep 2
sed "s/^map=.*/map=grass/; s/^time=.*/time=day/" MP.EGG > AUD.EGG
LOG=audiopool_${1:-post}.log
rm -f "$LOG"
BT_DMG_LOG=1 \
BT_SPAWN_ENEMY=1 BT_GOTO=enemy BT_GOTO_STOP=2 \
BT_AUTOFIRE=1 BT_AF_MISSILE=1 BT_AF_PERIOD=1 \
bt_launch "$LOG" AUD.EGG 0x03
sleep 200
taskkill //F //IM btl4.exe > /dev/null 2>&1
sleep 2
echo "=== ACQUIRE FAILED (want 0) ==="
grep -c "ACQUIRE FAILED" "$LOG"
echo "=== census progression ==="
grep -oE "\[audio\] source census:.*" "$LOG" | head -3
grep -oE "\[audio\] source census:.*" "$LOG" | tail -3